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No Highlight on Menu #30

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cibersheep opened this issue Apr 17, 2019 · 9 comments
Open

No Highlight on Menu #30

cibersheep opened this issue Apr 17, 2019 · 9 comments

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@cibersheep
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Using Beyond Zork the first menu doesn't show any difference between highlighted and not-highlighted item, when moving through the menu this is the json answered:

{"type":"update", "gen":6,
 "content":[
 {"id":28, "lines": [
  { "line":6, "content":[{ "style":"normal", "text":"               Begin using a preset character                     "}]},
  { "line":7, "content":[{ "style":"normal", "text":"               Select a preset character                          "}]}
 ] }
 ],
 "input":[
 {"id":25, "gen":6, "type":"char" }
 ]}

Is this a bug?

@curiousdannii
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Which interpreter? Remglk is just going to pass along what it was given.

@cibersheep
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True. I compiled against Frotz.
Should I file the bug there?

@cibersheep
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Oh, I see... using bocfel shows this:

 {"id":32, "lines": [
  { "line":7, "content":[{ "style":"normal", "text":"               Select a preset character                          "}]},
  { "line":8, "content":[{ "style":"normal", "text":"              "}, { "style":"alert", "text":" Randomly generate a new character "},

So, it must be a frotz issue

@DavidGriffith
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DavidGriffith commented Apr 19, 2019

I've never tried compiling this against Frotz. My general approach to Frotz has been to not get it too close to GLK to avoid problems with V6 games and to preserve extreme backward compatibility. How did you get it compiled against Frotz?

I'll continue with this issue at https://gitlab.com/DavidGriffith/frotz/issues/109, but please leave this open until we have conclusively identified where the bug is.

@cibersheep
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cibersheep commented Apr 19, 2019

I think was a project to have all terps ready to being build for different implementations. There's a list on Github and I've managed to build them for x64 and for armhf :)

@DavidGriffith
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That version of Frotz is quite a bit removed from the current codebase. I suppose what I can do is fold in the changes from glkFrotz as a new interface and see if the bug remains.

@cibersheep
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It looks quite old to be honest but I couldn't find any more modern version.
Ahh, I didn't knwo SCUMM had glk support

@curiousdannii
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Having glk support upstream would be good, then Garglk, SCUMM, and all the others could both contribute any changes they have, as well as pull down the current code.

@DavidGriffith
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@dreammaster of ScummVM has very graciously contributed to Unix Frotz. He figured out how to correctly rewrite the palettes of pictures in V6 games where this is needed, first for his GLK interface and then for my SDL interface. I was having loads of trouble translating how it was done in C++ for Windows Frotz into straight C.

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